SoundCloud

Pinterest

Reddit

Twitch.Tv

Ustream.Tv

Duxter

Instagram

Location

Interests

Interests

Occupation

Please use this thread for discussion specific to the Release Candidate (RC) branch on Steam, when it's available in the weeks leading up to a release. The preferred method of reporting issues in that build is the Feedback Tracker. Thanks!

In this thread we'll post announcements about Release Candidates (RC) of future main branch updates. That includes the opening of the RC-Branch ahead of an update, possible change logs between RC updates and details on (multiplayer) stress tests. This thread itself will remain closed to allow for a clear overview of announcements, please feel free to discuss this branch here.

I've very nice news about headless client (HC) which is variant of dedicated client for server use
we will be rolling out soon (days) new test version for both linux and windows
- no more steamclient nor steam account with game ownership needed for HC
- HC needs only steam dedicated server binary and set of commandline params
- auto-connection recognize & detection of HC by server (server needs some config to allow that)
- multiple HC per server are supported
- HC can be primary used to offload AI work and secondary for some script jobs
- logic for mission & scripting operations with HC introduced
- HC are autoassigned to slots
- HC are not visible to players
- HC are visible to admins
- HC isn't counted against playercount in server list
- BattlEye supported (1.36 RC2 released 28.11.2014 18:00 CET)
today's DEV:
â€¢Added: Enable new headless client implementation - see https://community.bistudio.com/wiki/Arma_3_Headless_Client for more details
note: known limitation, none (except some AI bugs, need repro/confirm)
note: what needs to be somewhat tested/determined/improved/changed is disconnect & reconnect of HC and all related to that
post bugs, feedback and ideas below

First: all credits belong to Snake2200 the author of the big and excellent XAM1.06b-modifikation for ArmA1.
you can download the hole addon for ArmA1 here:
http://www.armaholic.com/page.php?id=1756
-this mod is not from me, it is only a part of the Xam1.06b-mod from Snake2200
-I have only edited the mod a little bit (logic,sound balancing)that it works with ArmA3.
Thanks to kju for pushing me into the right direction and also to (Snake2200 wherever he is)!
-This addon gives you:
-excellent nature ambient-sounds
-churchbells with different distances
-different windsounds on hills ..etc.
-mornigbirds (excellent for europe)
-at night wulfs, owls ..beware ..sometimes scary !
-on the field sparrows, larks, robins..etc.
-multiplayer not tested
-no bi-signs included and i am not able to create some
-first shot error included ! ...and not yet repairable for me
Installation:
-note: CBA is needed for this.
1.copy "@xam_environment.pbo" to your ArmA3 root directoy
2.edit your shortcut for ArmA3 or use a Launcher you like to start.
ps:enjoy it or leave it...
for me me its a musthave...
at least the file
http://www.file-upload.net/download-9091901/Xam.rar.html

In this thread we'll try to describe updates happening in the Development Branch of Arma 3 Tools.
This changelog is not complete, nor confirmed to be working as advertised. Again, Development branch does not pass internal QA before publication. Stick with main branch if you do not want to deal with the (big) potential issues and frequent data transfers.
Feel free to discuss the updates to this branch in the relevant thread.
The changes are not going to be done daily like the Arma 3 development branch does, but rather in irregular intervals according to needs and additions by our team.
20-06-2014
Fixed: Broken Addon Builder UI
Fixed: Copying of files to the target destination in Addon Builder
Fixed: "External" feature of Tools Launcher was disabled by error

Sometimes it's useful to discuss updates to the Arma 3 Tools Development branch in one centralized place. Let's use this thread for that. The changelog thread can stay clean and do its thing. It mainly serves for our team to rapidly see if an update is very broken or very epic.
Actual issue reporting should still happen via the Feedback Tracker of course. Thank you!

WORK IN PROGRESS
https://www.youtube.com/watch?v=K6LDXK1URr8 I've decided to openly release a very basic version of iBuild for testing. The main reason for this is to test the underlying foundations and iron out any kinks before I start piling new features and content on top. It's very basic and rough, but it has enough content to give you an idea of where it's heading. The mod has evolved from the first conceptual prototype I put together, and I've lost count the amount of times I've started over, so I hope you guys enjoy what I've settled with. I'm still in the process of writing most of the documentation, which I suck at doing, but you can find what has been written so far organised into a drop-down menu under 'iBuild'. More info can be found in the description on Steam. >| Download Pre-Alpha |< About time! ;)

Next to already revealed an known https://community.bistudio.com/wiki/Category:Arma_3:_New_Scripting_Commands_List
There are more script commands now :)
+ fixed http://feedback.arma3.com/view.php?id=12324
+
only discussion related to new or changed Arma 3 Beta/Dev Scripting allowed

We'd like to try using this thread to track clear updates about changes to the AI. But first, some all important disclaimers!
Not all the changes made to the AI can be logged as and when they happen Sometimes the changes made by the programmers require other departments to update or pack their data
Sometimes that's not always possible right away (i.e. changes to AI Costmaps for terrain, tweaking of new/refined values in configs)
Sometimes the changes must be put on hold while we make sure/prevent them from entirely annihilating the rest of the game
Sometimes the changes must be reverted because they destroy more than they heal.
Sometimes our programmers have to work, rather than talk about working.
We hope it helps shine some light on the ongoing refinements/fixes being made to the AI, and can help to frame/promote some useful feedback/discussion/understanding about the current state/future direction and progress.
You can discuss the changes across in the AI Dev Branch Discussion thread.
Best,
RiE
First set of notes follows:
It wasn't supposed to fix rotation speed of AI soldiers, but is letting them use "aiming deadzone" as specified in the unit config (minGunTurnAI, maxGunTurnAI) which is typically 60 degrees cone.
Therefore currently AI should be able to follow targets better without moving whole body.
RPG and NLAW are supposed to be unguided, but AI was still able to use them as guided weapons. This was corrected.
Quite big change, now AI is able to calculate and predict accurate ballistic of bullet, therefore is able to aim and engage targets on all ranges, both static and moving. Also, this improves AI ability to hit moving targets by more precise time of leading calculation. Good way to check this change is try to fight AI sniper on 1km+ range. Of course it still depends on his skill.
AI was considering animals as friendly, therefore denied to shot in theirs direction. Example: put yours character, enemy soldier and snake animal between you. After this fix AI won't bother with friendly fire against animals.
N.b. Sometimes I'll quote one one of our Programmer's comments, but reserve the right to make splendid editorial adjustments! :cool:

Hi, there
When it's possible/useful, we will try to post brief descriptions of recent AI changes done on the development branch. We hope this will help demonstrate the tweaks that we're making and generate useful feedback to help us validate and polish our work.
For now, the first batch of notes to kick things off:
It wasn't supposed to fix rotation speed of AI soldiers, but is letting them use "aiming deadzone" as specified in the unit config (minGunTurnAI, maxGunTurnAI) which is typically 60 degrees cone.
Therefore currently AI should be able to follow targets better without moving whole body.
RPG and NLAW are supposed to be unguided, but AI was still able to use them as guided weapons. This was corrected.
Quite big change, now AI is able to calculate and predict accurate ballistic of bullet, therefore is able to aim and engage targets on all ranges, both static and moving. Also, this improves AI ability to hit moving targets by more precise time of leading calculation. Good way to check this change is try to fight AI sniper on 1km+ range. Of course it still depends on his skill.
AI was considering animals as friendly, therefore denied to shot in theirs direction. Example: put yours character, enemy soldier and snake animal between you. After this fix AI won't bother with friendly fire against animals.

Sometimes it's useful to discuss updates to the Steam Development branch in one centralized place. Let's use this thread for that. The changelog thread can stay clean and do its thing. It mainly serves for our team to rapidly see if a daily update is very broken or very epic :ph34r:
Actual issue reporting should still happen via the Feedback Tracker of course. Thank you!

In this thread we'll try to describe updates happening in the Development branch of Arma 3. This changelog is not complete, nor confirmed to be working as advertised. Again, Development branch does not pass internal QA before publication. Stick with main branch if you do not want to deal with the (big) potential issues and frequent data transfers. Feel free to discuss the updates to this branch in the relevant thread. 12-03-2013
Cross-joining default and Development branch disabled in MP
Ifrit config class names changed to O_Ifrit_F and similar
Various artwork fixes and tweaks in materials, textures and passenger animations
Active Development branch is now indicated in the main menu
Showcase: Helicopters - little optimization and conversation timings
Various other showcase fixes
Multiple crash opportunities fixed
First tests of shadow improvements